[flow_default] Transcription: 003 UI animations.json
Browse files
transcriptions/003 UI animations.json
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"audio_file": "003 UI animations.wav",
|
| 3 |
+
"text": "Hi everyone. So now that we have just created this beautiful scene, let's start creating the UI elements that it's going to show up on the hood of our player whenever he starts the game. So it's going to show the mission. And let's also create the UI screen for whenever he reaches his destination and he completes the level. So let's do that. So first of all, let's go to our content drawer. Let's clear all the searches. Let's go back to content and let's create a new folder called UI. Let's double click it. Let's right click it and let's press user interface. Let's create a new widget blueprint. So again, right click it, user interface widget blueprint. And this is going to be our main HUD. Perfect. So let's create another one by duplicating this one by pressing Ctrl W and it's going to be called level completed. Perfect. So let's double click on our main HUD. Let's go back and already double click in our level completed because we're going to be working on this two spaces right here. So on your main HUD, let's start off by creating a text on our canvas. So let's just drag the text into the canvas panel. Let's click on the text and let's set its anchor to the middle left where I want to show the mission. Let's size that to the content. Let's shrug it down a little bit here. Perfect. We're a little bit upwards here. Awesome. So this tax block is actually what's going to hold our mission. So let's say we have our mission one and let's add a description to it. So let's go ahead and press control W. Oops. And let's add a description. So let's go to tax. Your goal is to reach the finish line. So let's make sure our mission one is let's change its color to something like orange. And then let's change our objective size. So if we go to font, let's go to size, let's change it to 22. Awesome. So let's now create the fade animation for it. So we can fade in whenever we start a game. and it just it's not just sitting there. So let's go ahead and press the plus button on the animations panel right here. Let's create fade in and in the fading animation, let's add both of these tracks or the text, both taxes. So let's just click text right here. So the text block and let's select the other one. I just hit text. Now we have selected both taxes. We're going to add a track for our render opacity for the first one and the second one as well. Let's go back to our timeline on zero and let's start with a opacity. So let's make sure our recording button is on and let's put our render opacity to zero right here. Let's add a new keyframe at the start. Now let's go to point. Let's go to one and let's bump up the render opacity to one on both of them. So let's go to our level completed widget right now and let's drag the text in the canvas panel. And right here, we're gonna set the anchor to be in the middle. We're gonna increase the font size of the text 100. Let's increase the box to size of its content. Let's drag it roughly here close to the middle. Let's change the text to level completed. Things gonna be a bit big, so we decrease. Let's decrease our font size by 25. So now let's also create the fade animation for that. So let's put another new animation, fade in win. So let's create a new track for that text with it selected. Let's add a new track for the render opacity. And now let's go and add a new keyframe with the random past zero and in one here, we just went back to one by adding new keyframe. And if I press place, you have a cool little animation level completed. Awesome. So let's compile save and we now have created our two UIs. So let's just make sure we add those animations whenever the UI is built. So to do that, we're going to go to graph on the main hood first. And we're going to delete the pre construct and the event tick. And on the event construct, we actually want to play an animation. So play animation. We're going to connect the execution flow. And we're going to go to the left panel right here on the my blueprintueprint. As you can see, you have My Animations. You have your animations, and you can grab the fade-in reference. So you can just press Get Fade In, so you get the animation, and then you can connect to the animation right here. And this should play the animation whenever the UI is built, so whenever we call it in the beginning of the game. So let's compile and save, and let's do that for the level completed as well. So let's go to graph, delete pre construct, delete event tick. Let's get our event constructs to play an animation. And animation will be fade in when let's play the animation right here. Perfect. So whenever this screen is built, it's going to play the animation automatically. So let's compile safe. And perfect. Now we go if you hit play right now, you should see that the animations are not built because we're not, we're not building the widget just yet on the screen. And we're going to do that on one of the last videos of this series. So make sure you check that out completely. So cool. Thank you so much. And I'll see you in the next tutorial.",
|
| 4 |
+
"language": "en",
|
| 5 |
+
"confidence": null,
|
| 6 |
+
"duration": 354.35
|
| 7 |
+
}
|